using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using System.IO;

namespace WheelChairSimulation2
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        //WheelChair wheelChair;
        ContentManager content;
        SimEnvironment simEnvironment;
        int currentEnvironment = 1;
        private Microsoft.Xna.Framework.Input.KeyboardState keyBoard;
         

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            graphics.PreferredBackBufferHeight = 600;
            graphics.PreferredBackBufferWidth = 1200;
            //graphics.IsFullScreen = true;
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            content = new ContentManager(Services, "Content");
            //wheelChair = new WheelChair(content);
            
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            LoadNewEnvironmtent();
            // TODO: use this.Content to load your game content here
        }

        private void LoadNewEnvironmtent()
        {
            string envPath = String.Format("Environments/" + currentEnvironment + ".txt");

            envPath = Path.Combine("C:\\Users\\Devin\\Documents\\Visual Studio 2010\\Projects\\WheelChairSimulation2\\WheelChairSimulation2\\WheelChairSimulation2\\bin\\x86\\Debug", "Content/" + envPath);
            simEnvironment = new Track(Services, envPath);
        }
        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            keyBoard = Microsoft.Xna.Framework.Input.Keyboard.GetState();
            // Allows the game to exit
            if (keyBoard.IsKeyDown(Keys.F4))
                this.Exit();

            simEnvironment.Update(gameTime);
            
            //wheelChair.Update();
            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.LawnGreen);

            simEnvironment.Draw(gameTime, spriteBatch);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
